Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And mate, I've put 4 comments worth of points - if yer trying to paint me as a bad guy here, at least try to fully show both sides, otherwise smarter people will think of you as a manipulative cunt.
While I do acknowledge that this map was published 3-ish years before REmake came, it doesn't make that big of an impact on all my points because I DO mention the original map of the old RE2 in my points.
Ah, whatever, not like I'm gonna be playing this game any time soon.
You do realise that SDK limitations are not an excuse for poor level mapping, right?
"I understand that the KF2 SDK doesn't really provide many options when it comes to objects"
Also, next time you want to put a script with a clot trying to break out, just remember that just because you put some makeshift metal bars that were supposed to represent a door doesn't change the sound. I hear the clot punching through thick glass, NOT the metal door.
The whole map feels like a dislocated, brittle skeleton of the original RE2 Police station. It really does feel like an amateurish first attempt on something big.
I'm kind off appalled that only one guy in the comment section provided some critical feedback. If you like the map, good for you, but don't say that it's true to the original because that is a lie. The best you can get from me is a pat on the back and a "at least you tried" award, nothing else.
My advice? Scrap this and start small and simple. Don't go big unless you truly believe you can make it work. This...this does not work. It simply doesn't.
The distance between the Trader Pods are just too far and because of the map's non-sensical layout of the rooms, it takes considerably more time to actually get to it, even if the game shows it's closer than it looks.
I'm gonna go back on the whole "don't be an architect" thing, since again - the room layouts and halls don't lead to where they were supposed to lead. So many times happened that I just stood there and thought "Okay, if this doesn't go where it's supposed to go, then WHERE THE HELL DOES IT GO?!"
The whole subway thing feels weird and out of place in this map, considering that in the original map you had to go through sewers and maintenance rooms AND the Umbrella research centre before even going to the subway section.
Also, the lobby is missing the titular entrance desk with the computer and a crate. Did you forget to add that?
Saved the worst for last - and that is the lack of stairs.
You might want to avoid a career as an architect or a room designer because there is no logical explanation you can give me to justify the lack of stairs between the ground floor and the second floor. Seriously, what the fuck is that about? Did you just thought in your mind: "Nah, fk convenience, I'm just gonna build this from memory." It felt like this map was built from memory instead of, you know, LOOKING AT THE ORIGINAL LAYOUT AND THE DESIGN OF THE MAP. Capcom knew what the fk were they doing when they were making the RE2 Police Department.
And while you're on the second floor, why did you put so many door ramps around? Doesn't make sense why someone would put multiple doors to function as ramps to what would be a very painful fall, it also inhibits the amount of space you have to move around.
I wish I didn't have to do this, I really wish...but I'm gonna have to tear this map a new one. I won't enjoy it, but I have too.
Let's talk about the lobby, shall we? The first area of RE2, sort of serves like a hotspot before going to the underground Umbrella lab, right?
This lobby feels empty and hollow. Now, I understand that the KF2 SDK doesn't really provide many options when it comes to objects, but you could've put a different statue that doesn't cover half of the goddamn screen when you enter the lobby for the first time. I mean, shiet, you even put some statues that could've served as better replacements outside.
This map has a real confusing layout and it is very easy to get lost. Must be Racoon City ordinance to have buildings laid out in the weirdest way.
If I were to make changes, I would consider adding a few more direct routes between the traders.
in the subway you can get knocked up onto something by a fleshpound and zeds wont target you or anything.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=848806092
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=848806122
i was able to dispatch the whole wave. 4 wave suicidal, solo.
Hummm yes I see the yellow pathnode ):
Not sure if this will work. I uploaded this to the steam cloud. Long story short, this is the subway stairway door I metioned. I also noticed that it also affects not just the two bosses vans and patrich but higher level Zeds like Scrake's (chainsaw zombie) but for some reason, not fleshpounds. Anyways, they stop there briefly before they go all the way around the map to approach me from the other end of the stairs.
Please can you make a screen where Van have this bug ?
Thank you.
Thank you
@Windows10 I think your server have a problem
I didn’t find any bug.
So, up-vote!